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Item Modding Help Needed


jimmeh57

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So I have recently gotten to making a new mod, and this involves creating an item. I followed this tutorial, and came across a problem. When I spawn in my item, it is invisible when dropped, and it doesn't seem to be recognized; I can only pick it up using space-bar. But when it is in my inventory, it works fine, the image and inspect and stacking all works.

 

Now, I was looking through the Link mod, trying to compare my item to some in there, and I found one thing, most every item there has a file in the prefab.zip called "anim.bin". I looked through the tutorial several times, and it didn't mention this file. So I am wondering, is this what I need? Is this the root of my problem? And if so, how do I create this?

 

I feel that I should also mention that the item isn't equippable or interactable, it will only be used for crafting.

 

Thanks!

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So I have recently gotten to making a new mod, and this involves creating an item. I followed this tutorial, and came across a problem. When I spawn in my item, it is invisible when dropped, and it doesn't seem to be recognized; I can only pick it up using space-bar. But when it is in my inventory, it works fine, the image and inspect and stacking all works.

 

Now, I was looking through the Link mod, trying to compare my item to some in there, and I found one thing, most every item there has a file in the prefab.zip called "anim.bin". I looked through the tutorial several times, and it didn't mention this file. So I am wondering, is this what I need? Is this the root of my problem? And if so, how do I create this?

 

I feel that I should also mention that the item isn't equippable or interactable, it will only be used for crafting.

 

Thanks!

Yea you need that file. Don't ask me though, I have no idea how to mod. 

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You need the anim.bin from the base file.

So, take the .zip from the anim folder, and decompress it.
Use the .tex converter software to convert the atlas-0.tex file found within to png - this will give us a template to work against.
 
Just as you did with the character art, create the art for your new item, convert it to tex, and rename it to atlas-0.
Rename the build, just as you did before - I should note that anyone using the hex edit method should be sure to replace any extra characters with hex value 00.
In my example, I have taken "bunnyhood" and changed it to "cutehat" - but at first, I was left with "cutehatod" and had to replace the extra 'o' and 'd' with hex values of 00.
Replace the files in your duplicated-and-renamed base prefab anim .zip with your new stuff, and add the new .zip to the 'anim' folder of your mod.

You should be duplicating the base anim.zip, renaming it, then adding your altered files to that, and putting it in your mod folder.

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You need the anim.bin from the base file.

 

 

You should be duplicating the base anim.zip, renaming it, then adding your altered files to that, and putting it in your mod folder.

This is what I did: I took the base anim.zip, then renamed the build.bin. Then I changed the atlas-0.tex with my own tex file, and renamed it back to atlas-0.tex. But now I am left with anim.bin, and I do not know what to do with it. 

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Anim.bin remains unchanged - it just needs to be in there.

Oh okay, then I'm not quite sure what is wrong, perhaps something to do with these lines?

 

    inst.AnimState:SetBank("moditem")
    inst.AnimState:SetBuild("myprefab")
    inst.AnimState:PlayAnimation("idle")
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Are you using the sample mod item as your base?
If so, you need to change the name in SetBuild to the build name you used.

 

If you're not using the sample mod item as your texture base, then you also have the wrong bank, and possibly (but not entirely likely) the wrong animation name.

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Are you using the sample mod item as your base?

If so, you need to change the name in SetBuild to the build name you used.

 

If you're not using the sample mod item as your texture base, then you also have the wrong bank, and possibly (but not entirely likely) the wrong animation name.

I started out with the sample prefab, but I deleted the "base" and "exported" folders because I never found them in any other mods, so I thought they weren't necessary. Should I paste them back in?

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I believe those are just for converting Spriter assets, so they're not necessary.

 

If your anim.zip has the three files - your new atlas.tex, your updated build.bin, and the anim.bin - and you have the correct build in that part of the code, and you're pointing to the correct asset... then I'm not sure at what point you've done something wrong.

It's really not a difficult process... you may have just missed a step. Try following the guide again. Really all I can suggest.

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I believe those are just for converting Spriter assets, so they're not necessary.

 

If your anim.zip has the three files - your new atlas.tex, your updated build.bin, and the anim.bin - and you have the correct build in that part of the code, and you're pointing to the correct asset... then I'm not sure at what point you've done something wrong.

It's really not a difficult process... you may have just missed a step. Try following the guide again. Really all I can suggest.

Okay, I'll keep on looking, thanks for helping!

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Agreed except it's windows only. If the tools worked on osx and linux I would be writing a tutorial but till then, if I have free time I'll probably work on porting :-)

That sounds great even if irrelevent for me directly  : P

But the tools will work basically the same on osx or linux when they are ported so if someone makes a tutorial now it will be just as useful later, or won't it?

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In modmain, are you declaring your atlas assets? Kinda like this?

 

Assets = {

     Asset("ANIM","anim/sugarskull.zip"),
 
     Asset("IMAGE","images/inventoryimages/sugarskull.tex"),
 
     Asset("ATLAS","images/inventoryimages/sugarskull.xml"),
   
}

 

If not, your mod might not know where to look for them?

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In modmain, are you declaring your atlas assets? Kinda like this?

 

Assets = {

     Asset("ANIM","anim/sugarskull.zip"),

 

     Asset("IMAGE","images/inventoryimages/sugarskull.tex"),

 

     Asset("ATLAS","images/inventoryimages/sugarskull.xml"),

   

}

 

If not, your mod might not know where to look for them?

Actually, I haven't done this, I declared those in my prefab's lua file... this may be it! I'll let you know if this works!

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In modmain, are you declaring your atlas assets? Kinda like this?

 

Assets = {

     Asset("ANIM","anim/sugarskull.zip"),

 

     Asset("IMAGE","images/inventoryimages/sugarskull.tex"),

 

     Asset("ATLAS","images/inventoryimages/sugarskull.xml"),

   

}

 

If not, your mod might not know where to look for them?

So.. there's another issue. I copied the way you coded your sugar skull with my prefab, yet... it won't even spawn into the game now. It says it needs to be a local prefab, or something along the lines of that. In your code, you don't have "local Assets", yet I was able to spawn in your item.

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Hm, well, in my prefab for the item I only have it declared as Asset, not local Asset.  I mean, I'm probably doing it some wonky archaic way, but so far it's worked.

 

I DL'd what you posted and have been checking it out... I'll stew on it some more and see what I can dig up.

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